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Child of Light |OT| Beware the Night

Pimpwerx

Member
I finished the game but now what?
New Game Plus option and Continue is still there too
what does it mean?
Start new game with tougher enemies and keep upgrades, or continue exploring current game if you need unlocks. I assume leveling will be faster. I just got the trophies and quit. I'll do new game+ when I buy the dark pack. Anyone got screens of that outfit? PEACE.
 
Start new game with tougher enemies and keep upgrades, or continue exploring current game if you need unlocks. I assume leveling will be faster. I just got the trophies and quit. I'll do new game+ when I buy the dark pack. Anyone got screens of that outfit? PEACE.

thanks, I think I just googled the dark outfit looks goth like (could just be art and not the dlc) not sure

but on Wii U so no DLC packs for me

I'll continue to explore on my continue file thanks for the info because I was not looking to have a tougher challenge just wanted to explore

the ending felt rushed it is like some location was missing so I was hoping NG+ added something
 

GribbleGrunger

Dreams in Digital
Love the game it's quite a hoot,
With pretty graphics and rhymes to boot
But after a while I must confess
With constant couplets, I liked it less.
 
just made it to chapter 7. I would say the chapter 6 boss is the first one i felt i had to grind for. Is there anything you can unlock to help you find chests and stardust etc?
 
i wish there was 2 things about the game changed, I could play without uplay all together and if i could buy the game so ubisoft didn't get the money. Need to trick a friend into buying it i guess
 

Nemesis_

Member
Are there any Wii U features I am missing? I've been playing for a while and I am worried I missed something? As far I can tell, all you can do is control Igniculus with the touchpad.

I tried off-screen but for some reason I am not getting audio on my GamePad.
 
Are there any Wii U features I am missing? I've been playing for a while and I am worried I missed something? As far I can tell, all you can do is control Igniculus with the touchpad.

I tried off-screen but for some reason I am not getting audio on my GamePad.

DLC is missing for us on Wii U

anyway I will get a PS4 in a month or so I'll get my DLC then :(
 
Sorry if this has been asked before but i got the PS4 CE edition, It came with the golem pack and i have installed it. Where and What chapter should the golem quest appear?
 

Nemesis_

Member
Sorry if this has been asked before but i got the PS4 CE edition, It came with the golem pack and i have installed it. Where and What chapter should the golem quest appear?

Once you get Finn, you should head right across the village to a forest. You'll see a rock with eyes in the forest. Speak to him and he'll ask you to find his parts and then you'll complete the quest.
 
ah in game still says no one is available

Could be a platform issue ? I am on PS4 btw.

The uplay system is broken on the current gen due to the 100-friend limit on prior gen systems (or at least on 360 vs XB1 for sure, dunno about PS3 vs PS4).

So if you can't get a friend to show up so that you can send an occuli and get Through the Looking Glass, you need to delete/remove friends (or block followers in XB1's case) until you have LESS than 100 TOTAL (so if you have 50 friends and 51 followers on XB1 for instance, it won't work, needs to be 100 or less).

Once that's done your friends list in uplay should populate and allow you to send the gift and get the achievement/trophy.
 
Great, another Ubisoft game with glitched achievements. Kategida Kindred didn't unlock for me. Not as annoying as the legendary ship achievement in Black Flag but still bad.

The game is fun, but I really don't like the rhymes and the battle system. Also the Xbox One version has a few spots where the framerate dips below 60 fps.

CoL is not as good as I hoped it would be but it's still a fun little game.
 
Great, another Ubisoft game with glitched achievements. Kategida Kindred didn't unlock for me. Not as annoying as the legendary ship achievement in Black Flag but still bad.

The game is fun, but I really don't like the rhymes and the battle system. Also the Xbox One version has a few spots where the framerate dips below 60 fps.

CoL is not as good as I hoped it would be but it's still a fun little game.

Someone posted this on True achievements about this achievement
Once you are separated from your party, and step through the mirror, there will be a short "cut scene". Afterwards, Oengus will join your party. You will not get this achievement right now though! First you must get to the end of the dungeon, and right before you leave he will give you a choice to go through an optional door. Behind the door is a maze puzzle. You have to look at the statue's shield in the background, and then fly through the door with the same symbol right next to it. Once you get to the end of the maze and leave again, he will rejoin you and you will get the achievement.
 
I'n enjoying the game so far but I have couple of questions, sorry if they were asked before.

1) what is exactly the save issue and how to avoid it
2) is there really no way to see your enemies health bar?
 
Someone posted this on True achievements about this achievement
Once you are separated from your party, and step through the mirror, there will be a short "cut scene". Afterwards, Oengus will join your party. You will not get this achievement right now though! First you must get to the end of the dungeon, and right before you leave he will give you a choice to go through an optional door. Behind the door is a maze puzzle. You have to look at the statue's shield in the background, and then fly through the door with the same symbol right next to it. Once you get to the end of the maze and leave again, he will rejoin you and you will get the achievement.

I know that
some of the achievements should unlock after completing the plight of a specific party member. But this achievement didn't unlock for me after Oengus rejoined my party.
 

Number45

Member
Making my mind up on this, but I'm still early on. Presentation is beautiful and charming, but I'm not a fan of the poetry (though Rubella getting hers wrong made me chuckle).

Could do with the map though. Hopefully that unlocks before long.
 

Skeleton

Banned
this game is amazing, the graphics stimulating
the story is cute with pretty colours and loot!
The rhymes are crazy, but not for the jester I find is lazy.
but I don't despair as all the elements of fun are there!
 

Dark Schala

Eloquent Princess
Welp, game crashed and my save's corrupted. I don't feel inclined to start from where my cloud save was, either. Maybe a month or two from now. I have other games to play, anyway. Really blows because I went out of my way to get all of the Confessions and all of the trophies I could get done before going to the final boss areas. So... I kinda don't want to start from before I got the last party member right now. I was lucky I even had a cloud save. All I had to do was fight the final boss and that was it. Bummer.

Game looks and sounds pretty. If anything, it's a good showcase--along with the Rayman games--of what the UbiArt framework can do and that other developers should try to make use of it. It creates some very beautiful stuff.

Outside of that, I have a lot of nitpicks with it. I think the game is fairly mediocre for many reasons. Battles, even with buffs/debuffs/counters seem to take too long for my liking, so it seems like enemies have inflated HP at times. The game's balancing is off on both modes where the game feels easier than it should be despite the fact that battles can be lengthy because of inflated HP, longer-than-they-should-be battle animations, some attacks can be abused to make the enemies barely attack you, and the interrupt mechanic/IP meter (well, I'll use the Grandia terminology since that's what it is). I feel that the part of the game where I kinda liked the speed of the system was when I had a character who was continuously buffing and debuffing, and I feel that should have been a mainstay. I'm not entirely sure why there are skill trees when essentially it's much better to create more well-rounded characters given that you only have two party members to your disposal versus the potential three enemies you have to fight. In that way, you're using your characters to do more than one job because they kind of have to. Three party members more than usually right for non-tutorial/non-early-game dungeons because you would usually have a healer/buffer/debuffer, an attacker, and a debuffer/tank. Maybe because the game is rather unbalanced, that it would be better to have two party members, but then it feels like the rhythm and flow of the game's battle system is off. At least to me, it feels that way. Grandia 1's battle system shone when you had more than two people in the party, and in this manner, Child of Light's system and battle pacing feels a little lacking. At the same time, I do feel as though some characters/party members feel superfluous, which is unfortunate. No matter how you seem to manage their skill trees, some part of their fighting style would be a little deficient because in terms of raw skillsets they don't offer something you'd use very often, and you'd generally opt for a taunting tank and a spellcaster/melee counterattacker instead. So the deficiency doesn't seem to lie in the skill trees, but rather how the game is structured re: no. of party members and the game's overall balancing on both difficulties. But then again, I always told that my way of playing stuff is kinda oddball, so this might not apply to others.

I wish the UI were nicer since they could have used the UbiArt framework to create a beautiful vibrant UI, but didn't. The narrative tries, and by the end, it gets kind of okay, but there was a large lull period in the beginning all the way to chapter 8-ish where I'd felt I'd seen everything that the story had to offer. I do feel like towns should have had more substance to them as well, instead of being hubs for sidequests where you get a party member/unlock a new story route. I believe someone in this thread went over the awkward lack of true iambic pentameter and I'd agree with that. It bugs the ever-loving crap out of me. At least the one character who couldn't rhyme to save their life gave me a chuckle. I also wish the text for subtitles were more prominent. I could barely see it on my TV when I played it on PS4. When I used remote play on Vita, it was alright, but still kinda hard to see. I also wish the text for status ailments, knockbacks, interruptions, etc. were different colours, and stood out a little more. btw, remote play worked very well with this game. I was very happy with the touch control for Igniculus outside of accidentally touching the rear touchpad.

Overall, I just feel like the game part of the game 'exists'. It's pretty, but it didn't do much for me. I think I'm a little more than disappointed because I was really looking forward to this one for months and it ended up having some stuff that I generally dislike.

(There was a point where I said to myself, "what is this game trying to be, exactly?" Does it want to be an exploration adventure game with block puzzles/timed puzzles and battles on a separate screen? How much of a console-style RPG is this game, truly? But then I just sat back and thought about it and realized that... hey, this isn't a throwback RPG. It's a combination of several different things and is essentially a product of genre bleeding, much like its counterparts in various console-style RPG subgenres in recent years. So it's not something to think about in excess. Thinking about it a little more, the dungeon design might be reminiscent of some block-switch puzzles in older games but at the same time, it doesn't seem as such given the perspective.)


In Grandia, I recall having to use a Critical command to interrupt an enemy's turn during their "casting" phase. In this game, any attack used during this command phase can interrupt a foe's action.
This is correct. That's what makes interrupting a little irritating so you do have to use defend more often than you probably should to get an opening for an attack. This needlessly makes battles longer than they should and it makes the game's pacing feel slower than it should by proxy.
 
I'm not entirely sure why there are skill trees when essentially it's much better to create more well-rounded characters given that you only have two party members to your disposal versus the potential three enemies you have to fight.

I actually found the exact opposite to be true. The way the game lets you swap party members in out and out so easily means that it makes perfect sense to turn certain characters in specialists that you pop in for a turn to buff/debuff/heal or to take out a specific enemy. The swapping mechanic is the substitute for a 3rd party member, and in many ways, it's far more powerful/exploitable. The only party member I never found a use for was Gen, everyone else had their niche.
 

69wpm

Member
Can somebody please tell me how the second player controls the firefly on the Wii U version? I read somewhere that you have to use the freaking d-pad. I can't believe Ubisoft was this lazy.
 
any Wii U crashes? I am still playing I have has some slow downs once but not crashes or lost saves so what is going on did they rush this game out?
 

Yuterald

Member
This is correct. That's what makes interrupting a little irritating so you do have to use defend more often than you probably should to get an opening for an attack. This needlessly makes battles longer than they should and it makes the game's pacing feel slower than it should by proxy.

Yeah, I hear you on the battles. I thought they were decently paced at the start of the game, but as soon as I got to the thorn woods I pretty much realized everything you stated about the battle system. I didn't know this game was so buggy either! Now, I really don't feel like booting it up, hah! =/
 

Vitor711

Member
The reason the rhyming is so dreadful is because rhyming only works in poetry with a metre, and this isn't the case here; the rhyming schemata is all over the place and because each line is of a completely different length, it just looks forced and strange rather than poetic. It's difficult to read the dialogue because the metre's off.

Take Shakespeare:



The rhythm of the lines is the same and the rhyme falls at the same point in each line.

To this, from the game:



What it SHOULD be is something like:



The metre matches, the rhyme matches, etc. Poetry is far more about rhythm than rhyming - hence the haiku with its 5-7-5 syllabic structure, or ancient Latin/Greek poetry with no rhymes whatsoever.

You can't claim this stuff is free verse because it really, really isn't. Maybe it doesn't bother you, but it definitely bothers me!

Quoting this because I just went through the whole thread to try and find someone who could better articulate my issue with the writing in this game.

Other than the guy who can't rhyme to save his life, the rest of the dialogue really falls flat. It has lovely narration but besides the stellar sound design (acting and music included), it's really hard to follow the dialogue.

It was clearly written by someone who had a cool idea but no prior experience in writing in that style. Modern stories written purely in rhyme work well (see work by David Rakoff) but only when you understand the form. Without rhythm, the writing just becomes a muddled mess.

It's a real shame because the idea is sound. Also, apparently the writer was bragging about the fact that he didn't have an editor for this game (!?). That doesn't sound like a freeing experience but more like a disaster waiting to happen (hence what we got).
 

jamsy

Member
Played it for a couple of hours last night. Some initial impressions:

- The soundtrack is wonderful. Like I would just stop at some of the menus or in the middle of the game and just listen wonderful.
- The graphics are really well done. Love the watercolor painting like feel of the backgrounds.
-The rhymes are...not so wonderful. In theory, it would be really cool if they were well done. But they're mostly just....really bad. Like, I could do a whole lot better myself and I wouldn't be exaggerating. So in that sense, it's rather jarring and makes me notice it a whole lot more than if it was just prose.
- The gameplay is...meh. It's pretty much using Grandia's battle system with the kind of annoying hovering above enemies to slow them down mechanic. Plus so far it's been incredibly easy.
- So to sum it up - visuals/music really really good. Everything is really really average. Wish the actual game bits were a bit more interesting =/
 

Dark Schala

Eloquent Princess
Yeah, I hear you on the battles. I thought they were decently paced at the start of the game, but as soon as I got to the thorn woods I pretty much realized everything you stated about the battle system. I didn't know this game was so buggy either! Now, I really don't feel like booting it up, hah! =/
For what it's worth, I was playing on PS4/Vita remote play. I'm guessing if you're playing on another platform, you won't have as many issues.

I actually found the exact opposite to be true. The way the game lets you swap party members in out and out so easily means that it makes perfect sense to turn certain characters in specialists that you pop in for a turn to buff/debuff/heal or to take out a specific enemy. The swapping mechanic is the substitute for a 3rd party member, and in many ways, it's far more powerful/exploitable.
I respectfully disagree, especially given the slower pacing of the battles, enemy diversity, and the fact that the trees are just three routes devoted to some stats and three different skills (some of which are buffs or debuffs depending on the path... or different elements depending on the path if you're on Finn's path, for example. It's just a very odd way of trying to segment everything up when it would probably be more proficient to have a different learning system altogether to take into account the characters' classes vs their various skills). I kept staring at strength stats for my mage characters and wondered why I even needed to bother with them since they need more magic points than strength points. And those strength stats are all over the map . It's a very inelegant way of trying to tell the player that they have some sort of agency regarding skill acquisition when in reality, for the various battles you do come across, it would be best if you devoted points with respect to class vs an oddball skill tree like this.

The only way I can see specialists being swapped in and out in a proficient manner is if they were truly specialists. The way the skill trees are set up now, the characters are only proficient at one segment of their job. Finn's a heckuva good mage, but maybe you'd want to dump all of his skill points in fire spells since a lot of the enemies in his joining area are weak against fire spells. That way, he's a super-proficient fire mage, but he might not be as good at other things. You can make Norah a super-good person to slow folks down, but when it comes to speeding people up, erm... And I ended up taking the first jester down the melee route since she ended up exploiting interruptions faster than she can heal. So in essence, sometimes I feel like they're very good at one part of their job depending on the game area/enemy types I'm currently working with as opposed to looking at the bigger picture.

At the same time, I didn't like using healer characters when I found it faster and more efficient to pop potions/buff potions/debuff potions instead. Potions take less time to act on, so instead of taking the time to swap a character in when the two folks you're working with are doing well or the healer/debuffer might not be best-suited for a boss (ie: they might feel hits harder because of their stats), you might as well just use a potion instead.

You can certainly exploit the system by swapping someone in quickly, but at the same time, it's more of a "do I want to stay on the offense while I'm at an advantage even if I get hit and need to revive someone it's still faster if I don't swap someone in, or do I want to play defensively or swap someone in to paralyse the enemy and prolong the battle a little more without being risky" kind of decision. While that might be good for some people, I just don't... like long battles of either attrition or just going to find an exploit to buy time while risking an interrupt.

Maybe it's mostly because I just like battles when they're more efficient and you can get them done quicker. Swapping ends up making you take a little extra time and/or might make you prone to being interrupted provided you didn't defend right away/don't have Igniculus plunked on an enemy who can't use an instant attack.

Again, as I had alluded, this truly comes down to player style. If the two-member party system with swapping, that's great. But I just don't feel like it fits my kind of playstyle. I find it kind of limiting by comparison.

Either way, most of the time playing the game, I wished I could like it more, but I just couldn't. It feels rather blasé outside of the art and music. I feel like the game needed more direction in terms of its RPG assets and efficient implementation, because it certainly feels fine in terms of its exploratory adventure mechanic.
 

Exalted

Member
Can someone explain what exactly attack power influences in the game? Trying to figure what gems would be best for a caster.
 
Grimløck;110200726 said:
Bmf5YreCAAIsjz-.jpg:orig

Absolutely stunning
 

Frillen

Member
I just beat the game and I only have one side quest left, but I don't know where to go. The side quest is called Cynbel's Secret.

Edit: Found it!
 
I have no idea where to get the deluxe edition. Amazon is the only place for almost $200. Guess I'll just download the regular version. That poster and key chain are awesome though.
 
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